Ostog the Unslain

Bjor Blutschnauze's page

100 posts. Organized Play character for Sertaki.


Full Name

Bjor Blutschnauze / Bloodsnout

Race

Human (Ulfen)

Classes/Levels

Fighter (Viking) 2 | HP: 22/22 | AC: 20 T: 12 FF: 18 | CMD: 17 | F: +5 R: +2 W: +1 | Spd: 20' | Init: +2 | Perception +3

Gender

Male

Size

medium

Age

22

Special Abilities

Fearsome

Alignment

Neutral

Deity

Gorum

Location

Tian Xia

Languages

Common, skald

Occupation

Mercenary

Strength 17
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 13
Charisma 8

About Bjor Blutschnauze

PFS GM-Information:
PFS # 93773-2
XP: 4 (normal advancement)
Faction: Grand Lodge
Starting Fame: 6 / Prestige: 8
Starting Wealth: 649 gp
Prestige Spent: 2 - Wand of Cure Light Wounds

Chronicles:
28.08.2013 - 3-09 The Quest for Perfection, Part I - The Edge of Heaven
4.09.2013 - 3-11 The Quest for Perfection, Part II - On Hostile Waters
18.09.2013 - 3-13 The Quest for Perfection, Part III - Defenders of Nesting Swallow
8.11.2015 - Module: Risen from the Sands


Bjor
Male Human (Ulfen) Figher (Viking) 2
N Medium Human humanoid (Human)
Init +2; Senses Perception +1
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Defense
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AC 20, Touch 12, Flat-Footed 18 (+6 armor, +2 shield, +2 Dex)
HP 22 (2d10+4)
Fort +5, Ref +2, Will +1
Armor mwk Agile Breastplate, medium; mwk heavy spiked Wooden Shield
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Offense
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Speed 20 ft.
Melee mwk Spiked Heavy Wooden Shield +6 (1d6+4 20/x2) or +4 TWF
mwk Handaxe +6 (1d6+3 20/x3) or +4 TWF (1d6+1 20/x3)
Ranged Javelin (with Amentum) +4 (1d6+3 20/x2) 50ft, 5 ammunition
Throwing Axe +4 (1d6+3), 10ft
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Statistics
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Str 17, Dex 15, Con 14, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats: Armor Proficiency (Light, Medium, Shields except Tower Shield), Weapon Proficiency (Simple, Martial), Power Attack (-1 atk/+2 dmg; +1 dmg off-hand), Two-Weapon Fighting, Improved Shield Bash
Skills: Climb +6, Intimidate +5, Survival +5
SQ: Heart of the Wilderness, Fearsome
Traits: Shield Bearer (+1 dmg with shields; 1/day +2 AC to adjacent ally), Bully (+1 Intimidate)
Languages: Common, Ulfen
Combat Gear: Wand of Cure Light Wounds, Potion of Cure Light Wounds (3), Potion of Enlarge Person (2), Antitoxin (3), Antiplague (3), alchemist's fire (2)
Other Gear: Traveler's Outfit, Backpack, Bedroll, Rations (3), Waterskin, Iron Pot, Belt Pouch, Flint and Steel, Torches (3), Hip Flask (booze), Whetstone, Signal Horn; GP 649
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Special Abilities
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Fearsome (Ex): At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralize a foe as a free action once per round.

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shield Bearer:When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Boons and Prestige Rewards:
Back to the grave: While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many
undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.